Horizon Adventures

Teeth of Dahlver-Nar

In this world, pact magic is common so some of the items associated with it that would normally be rare are rather accessible, including the Teeth of Dahlver-Nar.

Each of these items is special. Your welcome to buy them, but please come up with an amusing in character story of who you bought it from that makes sense—they are available at the magic guild stores but expect to have a little something ‘extra’ asked for to purchase them.

The standard town buy limits apply for these, so the more expensive ones would only be
available in large cities like Silvanost, Bastion, Palanthus, etc.

TEETH OF DAHLVER-NAR
The strange and wondrous teeth of Dahlver-Nar give you a physical link to the vestiges and their power. Lore: The teeth of Dahlver-Nar bear the name of the first human to use them. Rumor among the ignorant holds that the teeth tie your soul to fiendish forces, granting them control over your body and even your thoughts. (Knowledge [history] DC 30) No one knows who created the teeth, or even how it was done.

Binder scholars debate whether the items can be created at all – many contend that a new one simply comes into being when a soul transforms into a vestige. (Knowledge [arcana] DC 30)

Individual teeth of Dahlver-Nar have occasionally been destroyed, but a new version of a destroyed tooth always crops up at some later date. However, no more than one version of a particular tooth ever exists at any given time. (Knowledge [history] DC 35)

Several versions of the story about the origin of the teeth of Dahlver-Nar exist, but one aspect of it remains constant: Dahlver-Nar, a human cleric, discovered the teeth and made them known through his use of their powers. (Knowledge [history] DC 30)

Legend says that using the teeth too often or using too many of them at once can drive the user mad or turn her into a tooth beast. How much of this tale is truth and how much is fiction remains to be seen. Many binders have attempted to find out by collecting all the teeth, but as yet no one has managed to obtain all of them at once. (Knowledge [history] DC 30)

Description:Teeth of Dahlver-Nar differ in appearance according to their associated vestiges. Many look like the teeth of various humanoids; others appear more unusual. Eurynome’s tooth, for example, is a molar as big as a dwarf’s fist, Acererak’s tooth is a ruby shaped like a cuspid, and Zagan’s tooth is a snake fang the length of an elf’s hand. Each tooth is inscribed with the seal of a vestige-though it is unbound by the outer circle common to vestige seals. The teeth change size to fit the user’s mouth, but only just.

Activation: To employ one of these items, you must remove one of your own teeth and put the tooth of Dahlver-Nar in its place. This bloody process requires a full-round action and deals 1 point of damage. Afterward, your tooth is permanently gone; you cannot later replace it after removing the tooth of Dahlver-Nar.A regenerate spell replaces lost teeth, so long as no teeth of Dahlver-Nar occupy the spaces of missing teeth at the time of casting. Replacing your teeth with teeth of Dahlver-Nar does not affect bite damage or give you a bite attack if you normally lack one.

You must have a tooth of Dahlver-Nar in your mouth for one full day before you can use its ability.

After the tooth has been in your mouth for 24 hours, you can activate or deactivate any continuous abilities it grants as a standard action. Other abilities require a standard action to use. Use of an ability granted by this item never provokes an attack of opportunity, but effects produced by a tooth of Dahlver-Nar are not supernatural; they can be dispelled and suppressed in the same way as those of other magic items.

A creature cannot target a tooth in your mouth for the purpose of sundering or magic effects other than dispel magic. The only way a foe can get your tooth is to render you helpless and physically remove it. Such a removal deals no damage.

Using teeth of Dahlver-Nar does not give you the ability to bind a vestige for the purpose of meeting the prerequisites of a feat or a prestige class. Teeth of Dahlver-Nar do not occupy a magic item body slot.

Effect: Placing a tooth of Dahlver- Nar in your mouth grants you a special magical ability, but it also links your soul and body to the vestige with which the tooth is associated.

Each tooth of Dahlver-Nar grants an ability similar to one granted by the associated vestige. The effects of the teeth are not supernatural. They are spell-like effects and follow all the normal rules for such – they can be suppressed by a targeted dispel magic, for example. A tooth of Dahlver-Nar is activated by a command word – specifically, the name of the associated vestige. The effects of the specific teeth are given below, along with their saving throw DCs.

Acererak: You can use command undead three times per day (Will DC 14 negates). Faint necromancy; CL 5th; Price 10,800 gp.

Ahazu: Grants you the ability to make grapple checks as if you were one size category larger than your actual size, effectively granting you a +4 size bonus on all grapple checks. Ahazu’s influence is also pushed on you and you must steal small, prescious objects when the oppertunity presents itself. Moderate transumtation; CL 9th; Price 6,000 gp.

Andras: You can use magic circle against evil or magic circle against good (chosen when expending the use) once per day. Faint abjuration; CL 5th; Price 5,400 gp.

Andromalius: You can use discern location once per day. Strong divination; CL 15th; Price 43,000 gp.

Ansitif: You can use desecrate three times per day. Faint Evocation [evil]; CL 3rd; Price 10,800 gp.

Astaroth: You can use augury three times per day. Faint divination; CL 3rd; Price 10,800 gp.

Aym: You can use produce flame once per day. Faint evocation; CL 5th; Price 9,000 gp.

Balam: You can use polar ray once per day. Strong evocation; CL 15th; Price 43,200 gp.

Buer: You can use neutralize poison once per day. Faint conjuration; CL 5th; Price 5,400 gp.

Cabri: You can use clairaudience/clairvoyance (seeing form only) once per day. Faint divination (scrying) CL 5h; Price 5,400 gp.

Chupoclops: You can use ethereal jaunt once per day. Strong evocation; CL 13th; Price 32,760 gp.

Savnok: You move at your normal speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Faint transmutation; CL 5th; Price 2,000 gp.

Shami-Amoure: You may use Suggestion three times per day. Moderate enchantment (compulsion) [Mind-effecting]; CL 14th Price: 18,000gp.

Shax: You can use freedom of movement once per day. Moderate abjuration; CL 7th; Price 10,080 gp.

Tenebrous: You can use deeper darkness once per day. Faint evocation; CL 5th; Price 5,400 gp.

Zagan: You can use poison three times per day (Fortitude DC 14 negates). Faint necromancy; CL 5th; Price 16,200 gp.

Aura/Caster Level: See each tooth for details.
Construction: The means of constructing teeth of Dahlver-Nar, if it was ever known, is lost. Each tooth of Dahlver-Nar is a unique magic item.